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backgammon2.0's Introduction

Hey! Want to make some nice stuff together? I'm currently looking for work and new projects to be a part of. If you think we'd be a good fit, reach out to me at [email protected].

Christopher Allen Full Stack Developer & Designer

Hello, I like making nice stuff.



Stuff I'm often working with:

Typescript React NextJS Vite Redux React Router TanStack Query Node.js GraphQL Apollo Firebase AWS Amplify HTML 5 CSS 3 Sass Tailwind Styled-Components Mui Radix UI Jest Testing Library Figma Photoshop Illustrator InDesign Blender ThreeJS Prettier Yarn Visual Studio Code Git GitHub EsLint


I'm a talented full stack developer with a background in web and print design, fine arts, and team management. Previously, I'm proud to have worked for molo and Mighty Sparrow.

These days I'm mostly building around React, Next, Tailwind, and other nice stuff I find along the way. You can take a look at some of my work in my portfolio, check out my cv, or just browse around my repos here on GitHub.


When I feel like I don't already have enough on my plate (aka what I'm currently learning):

Vue.js Go

When I'm not at the keyboard:

Tennis Disco Records Bicycling Coffee Cleaning Fridge


backgammon2.0's People

Contributors

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Watchers

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backgammon2.0's Issues

Bug: remainingMoves lost after blot hit

Found an issue when hitting a blot. Took a single move (4) and both moves (4,2) were removed from remainingMoves array.
Exepected to still have the second (2) move remaining.

To reproduce:
dice: 2,4 (no moves taken)
blot was hit with the 4 and entered singleMoves and combosMoves block in gameState.ts.

diceCombinations should be called in diceRollHandler

Currently, the diceCombinations are calculated on drag, but should be moved to be calculated when the roll is made (only if an activePlayer is assigned). diceCombinations should then be used for validating available points and be updated after a checker is moved in state via useReducer.

useDrop not working as expected

useDrop accept field in BoardPoint.tsx is not updating when the activePlayer toggles (should switch the result from the ternary argument). Other related movement logic seems to be working correctly.

Valid point highlight persists after drop

After refactoring getValidPoint, the point highlight now remains for some time after a checker is dropped. The UI was previously very responsive to the drop action.

Bug in useDrop in BoardPoint.tsx

The accept property in the reactdnd useDrop function has a bug in BoardPoint.tsx.
This && operator is currently checking for the CHECKER1 property on the ItemTypes object (true), then setting useDrop to only accept CHECKER2 regardless of the activePlayer.
The bug could be fixed by changing the && to a ternary.

Each single move in moveCombination must be valid

Checker movement that combines multiple dice must take each dice individually (each single dice move must be valid and not land on a closed (occupied) point. Currently, even if the initial move is invalid, subsequent moves can still be taken.

Potential fix requires redoing the move combination logic.

Checker movement reversed

Currently players are only able to move opponents checkers (checkers move in the current player's direction); however, logic for determining whether a point is open or closed is correct.

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